#ifndef _DX8_DYNAMIC_IMAGE_H_
#define _DX8_DYNAMIC_IMAGE_H_

#include <d3d8.h>
#include "graphics/dynamic_image.h"
class Dx8DynamicImage : public DynamicImage
{
public:
    /**
     * Initialize class
     */
					Dx8DynamicImage (unsigned short Width = 256, unsigned short Height= 256, unsigned short Depth=32);
    /**
     * Destroy class
     */
	virtual			~Dx8DynamicImage ();

	/**
     * Set the current texture to texture stage 
     *  @param _TexStage    Stage to set it to.
     */
    virtual bool    SetTextureStage(unsigned int _TexStage) ;

	virtual Surface*	GetSurface() { return NULL; };
	virtual bool		CopyBits(COLOR* ColorA);	//assume that we only deal with 32bit images.. sorry
protected:
	virtual bool	CreateTexture(); 
	  LPDIRECT3DTEXTURE8		m_pTexture;       /// texture to encapsulate surface  

};


#endif // _DX8_DYNAMIC_IMAGE_H_